H. (A Harvest Puzzler) by ditam
An abstract harvest puzzler.
Click this cover image to play:
Figuring out the goals and rules is the main challenge of the game (so I encourage you to just dive in), but I'll include them here under increasingly detailed spoilers below.
!> The goal of each level is to harvest enough "wheat" to fill the bars on top. The cell colors symbolize parts of a typical harvest.
In particular:
!> Green tiles are plants, blue is water, brown is soil. Gray tiles are harvesters, red ones are pests.
Some examples of how they interact are: !> Plants turn golden if they are watered. Soil is needed to retain water. Pests eat nearby plants, and they appear randomly on large maps if you don't place them.
The exact rules are these: !> Harvest starts when all the tiles are filled.
!> Water tiles that don't have a neighboring soil tile disappear.
!> Plants that are next to any remaining water tiles grow into golden wheat.
!> Gray harvester tiles collect wheat from a 5 by 5 area around them. Only those wheat tiles count for your score that you've collected this way. If your score meets the level requirement on top, you advance to the next level.
!> For every 10 map tiles, one pest tile is required - if not placed, it will appear randomly. Pests eat all neighboring wheat.
Changelog: - 2023-01-10: Fixed a scoring bug that disqualified some valid solutions - 2023-01-11: Fixed some visual glitches in Firefox - 2023-01-15: 1. Added an alternative color scheme for colorblind players (toggle in bottom left) 2. Removed unnecessary red color from first puzzle
| Link | https://github.com/ditam/ld52 |
| Link | https://tamas.xyz/ld52/ |
| Original URL | https://ldjam.com/events/ludum-dare/52/h-a-harvest-puzzle |
Ratings
| Overall | 610th | 3.186⭐ | 37🧑⚖️ |
| Fun | 700th | 2.771⭐ | 37🧑⚖️ |
| Innovation | 187th | 3.657⭐ | 37🧑⚖️ |
| Theme | 347th | 3.794⭐ | 36🧑⚖️ |
| Graphics | 636th | 2.971⭐ | 37🧑⚖️ |
| Humor | 640th | 2.125⭐ | 30🧑⚖️ |
| Mood | 486th | 3.318⭐ | 35🧑⚖️ |
| Given | 46🗳️ | 52🗨️ |

This game is just called "**H.**", but I had to add a few more characters to the title for it to be accepted by the website.
couple things id consider changing
- keep the palette visible instead of using a cycle button, it's a bit cumbersome choosing the tile you mean to use.
- seeing the next tile color in a big square is more attention grabbing than the current tile color on the cursor, i sometimes mixed up which tile i had active
- some kind of feedback as to which tile had an effect on a changing tile would be welcome, its too hard to make sense of it without the spoilers
hope im not being too negative :sweat_smile: i think i like the idea you were going for
My thought as to how you could teach the player while retaining the minimalistic vibe is to cut back on the mechanics presented to the player from the start. Give them a couple levels of just green, blue, and grey (if soil or pests are required to grow crops, I did not realize) on a small board. Then from there, very slowly add in complexity or a new mechanic. I may simply not understand an obvious mechanic; however, even with the tips, I still couldn't figure them out.
The music and art-style is perfect though! I will likely come back to this game and give it another shot. Maybe my brain is rotting from coding all day every day, and fresh eyes is all I need.
First of all, I've now included the exact rules and mechanics in the description above. I'll see how can I add some minimal post-jam changes to the game itself to improve the experience.
Thanks @daitli, very fair criticism! I knew it's going to be a tall order to make it enjoyable without instructions, and it seems that I ended up on the wrong side of that fence. It's not just you haha. Exact instructions are now included on this page, fwiw.
@togo-sepultraut I really appreciate the detailed feedback and I agree with all of your points, really. I made some stylistic decisions at the expense of UX, but I'll see what can I improve here. I definitely want to extend the harvest stage to provide more explanatory feedback, I just couldn't get around to it during the jam. (I had a shoestring budget of time this time around, probably less than 10 net hours.)
@travh98 thanks for sharing your thought process, it's good insight! I've included exact rules above now - note that soil only needs to neighbour the water, and the water has to neighbor the plants, so soil can be further away overall.
Later today I'll take a look at those issues in Firefox and add a fix.
I'll look carefully if there are any bugs related to scoring, if you had 4 wheat tiles, and they were not eaten by pests, it should have been accepted for the first level.
Thank you too @jeankb, on second thought I think I really could just lay out the entire palette without sacrificing the general aesthetic, so I'll consider it. I'm less likely to add a reset button, since there is no penalty to painting over tiles, and the harvest resets the board anyway, but I'll give this some more thought.

I have to use every grid and make them useful, the relation is so balance.
The music is also great, make me feeling peace.
But make a tutorial inside the game is also recommented.
However, I wonder if it could maybe be executed with the player in mind a bit more? What The Witness does really well is establish how each mechanic works through more isolated, individual puzzles- perhaps the same logic could be applied here to slowly introduce every tile type. Maybe you start by only being able to place one particular type of tile, and as you progress, you gain access to each of them. That could make the learning process a lot smoother, perhaps!
Overall, this is really cool, and a solid submission! Awesome work!!
Thanks @moosey, a comparison to The Witness is a huge compliment! I'm really glad that I managed to remind you of it. As I explain in an other comment above, I didn't really want to change the rules of the game in-between levels. (For example, if a rule of this world is that water leaks away without soil, why wouldn't it do that on the first level?) I don't remember if The Witness was adjusting the initial rules, or just extending them - the latter is probably just better game design.
As such, the only simplification I can currently think of is getting rid of the red tile for the first level, which is not necessary. I will continue considering this idea though, and I might add it in some form for a post-jam version.
Thank you too @secrt101, @coke, @adamwatters and @suchista! I see now how confusing it is to display the next color as opposed to the active one, and I'll probably end up changing it. I intentionally wanted to confuse the player here a bit, to create a sense of discovery and an a-ha moment... but it does seem to be the consensus that it's not a rewarding kind of confusion, so I'll probably do away with it.
Yeah, this is definitely not colorblind-friendly as it is. I can imagine a texture-based UI option (or a combination of textures and colors) for a post-jam version. In the meantime, I'll try to find a colorblind-friendlier palette that has something similar to these colors (to still keep the semantic connections between the tiles' function and color), and offer it as an alternative.
It adds a special challenge.
Great entry
The randomness of pest may not be appropriate for a puzzle game with static rules. And the color indicator doesn't indicate itself but the following color, is it a bug?
Overall, it's a great try, and I do enjoy it!
Thanks for the detailed feedback @lsy, I'm glad you enjoyed the puzzling aspect. The color "indicator" is meant to indicate the following color by design, I was intending this to be a sort of virtual palette or color picker that you can dip your brush into, so to say. But it's definitely source to a lot of confusion, heh.
(I've picked a color palette that a [prominent colorblind researcher suggests](https://personal.sron.nl/~pault/) for scientific labeling, but I'm not sure how well it works here.)
For the record, I also have a colorblind friendly palette project: https://adam.szieberth.hu/post/e-cvfpc.htm
The idea of having to figure it out yourself excited me and was super intriguing. I tried really hard to figure out what I was supposed to do but there was no way I would have understood without the spoilers! I still think it would be great to not need them but the game would have to ease you into it a little more somehow (like how pests aren't in until the second level). It was very satisfying to see something actually happen, like the golden squares and the bars at the top filling up, but I did have no idea why anything was happening. Possibly having something to show you your previous configuration would have been good (although would clutter the screen maybe), especially for figuring it out, since I could not remember what colours I'd put down under those golden squares to be able to figure out the mechanic!
I also agree with previous comments to have the full palette available to choose from since the cycling was indredibly inconvenient especially with the current colour not actually being the colour showing on top.
Having said those things, this is overall an amazing concept and a great take on the theme. I was dreading having to play a whole bunch of farming games but, whilst this is farming, this is completely different to all the other games out there! The music is wonderful and moody and sound effects give interaction a nice responsive feel. Graphically simple but works so well and the subtle effects like the sheen give the game such a polished feel. I also really appreciate the colourblind mode being available! The I'll definitely be sharing this one with my team to have a go at!
Absolutely incredible job!